No Amalgam. Remove Watcher entirely. Move the 1/1 dude that gets buffed (I can't remember the name dammit) to tier 2.
Cobalt Guardian to tier 4.
The big problem with demons is having 2 synergisticly buffable cards that can easily get to silly levels. I also wish Battlemaster's ability wasn't a Battlecry, of could be reworded.
I started grinding up through the gutter ranks this morning (I hate ladder play) and got nowhere with Quest Galakrond Shaman, so I threw together a Warrior deck that falls somewhere between the Tempo and Control variants. I'm running a broad suite of rush minions, including the Rhino (because pulling the Scion on the Overkill trigger is bonkers). I'm not sure how good it really is, but I've reeled off five or six wins on the trot with it. It's good fun too, which is the biggest deal for me.
I've had fun and a little low-level success with a Tempo orientated Dragon Paladin. Frizz, Dragonrider and DragonSpeaker make the medium dragons beefy.
I think Murlocs dominate. The only tribe that can get widespread poison, even if divine shielding it is trickier.
I hate that Amalgam.is gone while acknowledging the necessity. I fear commiting to a strategy only for that tribd to dry up (if you ever got any at all having commited with hero choice... Jaraxxus getting no demons is not fun.)
I've only been playing standard (my own Non-Highlander Secret Hunter fwiw) today to get the card back for the month. Battlegrounds is just more fun.
The cards brought back from wild - Evolve and N'zoth especially - killed any interest I had in Standard. I even resorted to playing some Wild to get quests done this week.
Pretty terrible unless you're going for some sort of Fatigue strategy. Having infinite drawing is possibly a thing. Depends on thd timing, but I assume it shuffles in pre-draw because it's "start of turn".
Delete Floating Watcher.
Cobalt to Tier 4.
Replace Homuculus with Voidwalker.
No Amalgam. Remove Watcher entirely. Move the 1/1 dude that gets buffed (I can't remember the name dammit) to tier 2.
Cobalt Guardian to tier 4.
The big problem with demons is having 2 synergisticly buffable cards that can easily get to silly levels. I also wish Battlemaster's ability wasn't a Battlecry, of could be reworded.
I started grinding up through the gutter ranks this morning (I hate ladder play) and got nowhere with Quest Galakrond Shaman, so I threw together a Warrior deck that falls somewhere between the Tempo and Control variants. I'm running a broad suite of rush minions, including the Rhino (because pulling the Scion on the Overkill trigger is bonkers). I'm not sure how good it really is, but I've reeled off five or six wins on the trot with it. It's good fun too, which is the biggest deal for me.
I've had fun and a little low-level success with a Tempo orientated Dragon Paladin. Frizz, Dragonrider and DragonSpeaker make the medium dragons beefy.
I think Murlocs dominate. The only tribe that can get widespread poison, even if divine shielding it is trickier.
I hate that Amalgam.is gone while acknowledging the necessity. I fear commiting to a strategy only for that tribd to dry up (if you ever got any at all having commited with hero choice... Jaraxxus getting no demons is not fun.)
I fear Battlegrounds just became Murloc or nothing... removing Amalgam means no other archetype gets the same access to poison.
I may be wrong but that archetype was already really strong...
I already had a Paladragon deck built. It was crap but I like Dragons.
I think this expansion may have made it legit decent, if not actually good. I've only had a couple of games with it so far.
I've also tried Priest Dragon Invoke. It's fun but I think it might be terrible. At the very least needs a lot of tuning.
I've only been playing standard (my own Non-Highlander Secret Hunter fwiw) today to get the card back for the month. Battlegrounds is just more fun.
The cards brought back from wild - Evolve and N'zoth especially - killed any interest I had in Standard. I even resorted to playing some Wild to get quests done this week.
Insane. We've seen plenty of "holding a dragon" cards do great things in the past. That limitation is easily played around.
Assuming Dragon Mage is otherwise viable, this will be incredible.
I'm kinda sad Millie is gone, though she was broken as hell, and Giantfin who wasn't, but was kinda fun the few times I played him.
Back to praying I roll Jaraxxus. Not the best, but he's a giggle to play.
Pretty terrible unless you're going for some sort of Fatigue strategy. Having infinite drawing is possibly a thing. Depends on thd timing, but I assume it shuffles in pre-draw because it's "start of turn".
Goes into my Wild Patron deck if nothing else.
Patron-Inner rage-Merc-Whirlwind seems like a good turn.
Same with Bad Blood. I took Hakaar and wound up with one in hand after he got offed.
Reached Vargoth (battle 10) twice without any problems, once with Paladin and once with Druid.
Then it's board clears every turn so even my doubled deathrattles couldn't keep up.
Frustrating as hell.